Exploring Esports on Campus

Last year Texas A&M University – Texarkana (TAMUT) announced an official Esports team, offering students the chance to represent the university through competitive video games. Since then teams have formed, an arena has been built, and students have battled in digital battlegrounds as the program kicked into full swing. The program covers a variety of popular video games, including Overwatch 2, Rocket League, and Counter-Strike 2. And with many Esports programs popping up in nearby high schools, developing an Esports team became a clear opportunity for the university to boost recruitment. So how have students engaged with this new venture into virtual competition?

One student involved with the program, Wes Shaw, competes in iRacing, a realistic driving simulator that has been around since 2008. Shaw is a freshman at TAMUT but says he’s been practicing his game of choice for nearly a decade. While the simulation might not be as physical as other athletic departments he has experience in, Shaw has the same mindset. “The mental pressure and the pressure to do better and keep improving to win is there 1,000,000%,” he says. And in playing iRacing competitively, Shaw says his real life racing skills have improved. He says “iRacing is the best way to get some seat time and track experience without burning gas and tires and other resources visiting the actual tracks.”

Sykora Guy transferred to TAMUT to help develop the esports program, or as she puts it “retired from competing.” She shares Shaw’s sentiments on the pressure of competing and the skills that develop through playing. Guy emphasizes the program helps students in other ways. She points to the fact that since Esports are a part of the athletic department, students who wish to compete end up raising their GPA. Furthermore, she explains how the program is a safe space for students. “Esports provides a community for those who typically don’t attend school related functions. Many gamers tend to be shy and not very social, here they can open up and make friendships.” Guy explains.

Amaurie Strickland does not play for the team but says his job is “making sure that everything is okay and working.” He likes his position to that of a “committee chair” and has a positive outlook on the program. “I love it, I really enjoy being on the team.” Strickland also makes a valid point as to how the program began. He says, “Students [are] always playing video games, so why not have an Esports program?” Which is true, a recent report said 85% of teens surveyed said they play video games daily. The development of an Esports scene on campus gives these gamers the opportunity to do what they love and also benefit the university.

While the program already covers a wide variety of games, there is still room to grow. Strickland is a huge fan of music rhythm games, which are not yet represented by the university. Of course with so many genres of video games it is impossible for the program to cover everything, and the largest games like Overwatch 2 and Rocket League are already being supported. However more games could not hurt and would only engage student engagement. With so many gamers out there with their own favorite genres, the reach of the program could be limitless.

Overall, the program has done its job of finding competitive students to represent the university in the digital realm. While the obvious benefits are better recruitment and more student engagement, the program on campus has done much more than that. It has given students a reason to do what they already love, and created a friendly environment for its members. Every student interviewed recommended the program. And not just for the opportunity to play video games, but because the team and their coach, Rick Allen, are just fun to be around. Those interested in TAMUT’s Esports organization can check out the program’s Facebook page.

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